Gargantuan Dragon, Lawful Evil
Armor Class 23 (Natural Armour)
Hit Points 481 (26d20 + 208)
Speed 40 ft., Burrow 40 ft., Fly 80 ft.
STR
29 (+9)
DEX
20 (+5)
CON
28 (+9)
INT
20 (+5)
WIS
20 (+5)
CHA
21 (+5)
Skills Intimidation +0, Perception +0, Stealth +0
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Blindsight, Darkvision, Tremorsense, Passive Perception 23
Languages Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Crystalnyx fails a saving throw, he can choose to succeed instead.

 
Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-­foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

 
Legendary Actions

Crystalnyx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Crystalnyx regains spent legendary actions at the start of its turn.

Detect. Crystalnyx makes a Wisdom (Perception) check.

Tail Attack. Crystalnyx makes a tail attack.

Wing Attack (Costs 2 Actions). Crystalnyx beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Crystalnyx can then fly up to half its flying speed.

Description

Crystalnyx is an ancient blue dragon. He made his lair in the deserts west of Nekbetch. The above-ground area of his lair is a gargantuan stronghold, and the underground part is a confusing labyrinth of crystal tunnels. His hoard is half underground, half above-ground, in the centre of the stronghold/labyrinth. His minions are mainly animated statues, stone golems, iron golems, and gargoyles, though he does have a few mortal minions, though they are mainly blue dragonborns and blue half-dragons.

Lair and Lair Actions

Crystalnyx has made his lair in the middle of a desert, using his lightning breath and his burrowing ability to carve out crystallised caverns and tunnels beneath the sands.

Thunderstorms rage around his lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are Crystalnyx’s first line of defence.

Crystalnyx will collapse the caverns that make up his lair if the lair is invaded. Crystalnyx then burrows out, leaving its attackers to be crushed and suffocated. When he returns later, he collects his possessions — along with the wealth of the dead intruders.

Lair Actions

On initiative count 20 (losing initiative ties), Crystalnyx takes a lair action to cause one of the following effects; Crystalnyx can’t use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that Crystalnyx can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point Crystalnyx can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that Crystalnyx can see. They must be within 120 feet of Crystalnyx and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing Crystalnyx’s lair is warped by Crystalnyx’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around Crystalnyx’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.

If Crystalnyx dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

Habitat: Desert

BeholderZombie44235

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